Corellian Conflict How Many Squadrons?

By ckoz, in Star Wars: Armada

With all the new unique squadrons coming, is it a good idea to pick up a third copy of each squadron pack or does it make more sense to save the money and grab two copies of the new squadron packs from wave 5? Does the answer differ if I'm thinking of trying to have enough ships for 4 players? I don't need fully optimized fleets, just enough to have fun. Thanks!

I think 3 of Wave 1 squads and 2 of the new squads is good.

Aye. 3 seems the sweet spot. That nets you 6 of all squads except for your 10 Xwings and 12 TIE fighters.

That means 3 unique and 3 generics if you are like me and superglue your squad stands together.

10 X wings sounds fun with Biggs dropping. Though you only get 4 uniques and 4 generics on the table at once.

3 is excessive

THREE IS NOT ENOUGH. THAT IS ONLY 6 B-WINGS.

B-WINGS...

B-WINGS!!!!!

Awings.......

HOARDS of old school A WINGS.........

10 of them.........

Only buy what you think you will use. There is no correct number.

Edited by TheCallum

Just proxy until you need to buy! I bought 8 YT-2400's "before it was cool" all hipster like, but I just don't use them (or firesprays) all that often- I think it has to do with the fact that they look kind of ugly :) !

I don't think I use more than 4 of any given fighter other than genero TIE fighters very often.

The minimum number of Wave 1 squadron packs you'll need to have enough bases for the all the new incoming pilots and squadrons is 2.

This way, you'll have at least four bases for your A-Wings, B-Wings, Y-Wings, TIE Interceptors, TIE Advances, and TIE Bombers. This allows you to have a base and figures for the Wave 1 squadron pack unique pilots, the Corellian Conflict unique pilots, the unique squadrons (Rogue Squadron, Black Squadron, ect.), and a generic.

The core set gives enough X-Wings and TIE Fighters to have bases for those unique pilots, unique squadrons, and generics.

Wedge, Luke, Ten Nunb, Biggs.... Did I mention if you have Biggs, Wedge and Luke in the same fleet they can one-hit auto destroy any Imperial facility with a lucky proton torpedo? :P

Wedge, Luke, Ten Nunb, Biggs.... Did I mention if you have Biggs, Wedge and Luke in the same fleet they can one-hit auto destroy any Imperial facility with a lucky proton torpedo? :P

Sure. but first, Wedge has to take 1 point of Damage and then do nothing the rest of the Battle, other than Claim Victory.

Then Biggs has to die.

THEN Luke can get lucky, only if Han Solo Engages any and all enemies that are threatening him.

For those without a ton of extra money to spend here (like me), I would say:

1x CC (new squad cards)

2x Reb 1 (enough customization here and I'm unlikely to use more than 4 of anything other than x wings)

2x Imp 1 (can do at least a decent Rhymer Ball)

2x R&R (2 of each ship should do)

2x Reb 2 (Z 95'S !!!!)

1x Imp 2 (big ships- won't need more than two; small ships will likely just be more expensive ships to put in your Rhymer Ball, so 1 pack should do)

I'm planning to stick with my 3 packs of Imperial squadrons. They're all painted, and it's not like the squadron cap of 133 is being raised.

I'm planning to stick with my 3 packs of Imperial squadrons. They're all painted, and it's not like the squadron cap of 133 is being raised.

Actually it is. First of all its 134

secondly @ 500 points you get 167 whopping squadron points.

I think 10 tie bombers plus imperial aces sounds like A GOOD TIME

I'm planning to stick with my 3 packs of Imperial squadrons. They're all painted, and it's not like the squadron cap of 133 is being raised.

Actually it is. First of all its 134

secondly @ 500 points you get 167 whopping squadron points.

I think 10 tie bombers plus imperial aces sounds like A GOOD TIME

I stand corrected.

Yes, 10 TIE bombers = fun. I love TIE Bombers.

The last game I played I brought my standard Rhymerball (Rhymer, 5 TIE Bombers, 2 Jumpmasters, 2 TIE advanced) and was able to use my carrier and flotilla to move my bombers about and around his space superiority fighters.

I wonder if space superiority is going to get such a boost out of this that I'll have to up my escorts/intel capacity.

I'm planning to stick with my 3 packs of Imperial squadrons. They're all painted, and it's not like the squadron cap of 133 is being raised.

Actually it is. First of all its 134

secondly @ 500 points you get 167 whopping squadron points.

I think 10 tie bombers plus imperial aces sounds like A GOOD TIME

Perhaps for you, but i beg to differ. I play rebels :)

I'm planning to stick with my 3 packs of Imperial squadrons. They're all painted, and it's not like the squadron cap of 133 is being raised.

Actually it is. First of all its 134

secondly @ 500 points you get 167 whopping squadron points.

I think 10 tie bombers plus imperial aces sounds like A GOOD TIME

I stand corrected.

Yes, 10 TIE bombers = fun. I love TIE Bombers.

The last game I played I brought my standard Rhymerball (Rhymer, 5 TIE Bombers, 2 Jumpmasters, 2 TIE advanced) and was able to use my carrier and flotilla to move my bombers about and around his space superiority fighters.

I wonder if space superiority is going to get such a boost out of this that I'll have to up my escorts/intel capacity.

I'm thinking the extra points are better spent on space superiority especially if you plan on activating. Who needs intel if all the enemy fighters are dead?

3 is excessive

Unless you paint, then 3 is all but mandatory. 2 is probably good enough for by the books gamers, 3+ gives more options when you need more generic bodies as with the conflict (when all the pretty tin soldier glory hounds are awash in flames and drifting lifeless among the stars... hopefully with that accursed Demolisher!) 1-3 is probably fine for the R&V packs unless one is deciding on doing something 'cute'. As for the new packs, thaaat is the big question for me. Given the lack of unique pilots (relatively. Just the 1 per unit compared to Wave 1 boasting 3 each and the core fighters garnering 4), I think somewhere between 1-2 is probably alright.

It's all 'bout dem options, eh?

Post Scriptum: That said.

Does the answer differ if I'm thinking of trying to have enough ships for 4 players

Maybe. It's nice to have 1-2 unique ships each for players, but a lot of people like the classics. It depends on player mentality, do they care about most of the EU-ish Tie Defenders and Z-95's, or will 2 A-wings/Interceptors, be enough for them? 3 is nice, but unlike the R&V sets, the new Wave 5 stuff has 2 of each ship which means with 3 Wave 1 sets and 1 Wave 5 set, each player can fairly conjure up 1 unique Wave 5 'elite' squadron and 3 Wave 1 'legacy' squadron. Is that important? Only you'd know, mate :)

Edited by Vykes

I'll probably pick up a second set of Rebel squads, but I think most people can safely get away with two. Some people really want their spare A-Wings and B-Wings though.

That said, we don't know what has changed about the Y-Wing or TIE Advanced in the Cortland Conflict. These could make a big difference to some players.

THREE IS NOT ENOUGH. THAT IS ONLY 6 B-WINGS.

B-WINGS...

B-WINGS!!!!!

I see your B-Wings and raise you 8 packs of Imperial Squadrons 2. TIE DEFENDERS!!!! ROWAORAROARRRRRRRR!!!!!!

Considering that each squadron pack has 2 of every squadron I doubt you would relly need to pick up 3. two at the most and you might not even need that. Keep in mind that most of the new pilots are TIE Fighters (Vallen Rudor) and X-wings (Biggs Darklighter) so you won't need more than 1 squadron pack. I mean if you need 4 TIE Bombers than yes you will need atleast two Imperial 1 squadron packs.

You may need 3 if you make a bomber-heavy list.

THREE IS NOT ENOUGH. THAT IS ONLY 6 B-WINGS.

B-WINGS...

B-WINGS!!!!!

I see your B-Wings and raise you 8 packs of Imperial Squadrons 2. TIE DEFENDERS!!!! ROWAORAROARRRRRRRR!!!!!!

And I'll be here laughing, when everyone gets their wish of their capabilities and they end up being 30 points a piece.

You may need 3 if you make a bomber-heavy list.

Quite so. 5+Rhymer is the core of my Rhymerball.

Honestly, 2 packs is probably enough. It isn't often that most players run more than 4 of anything but TIE bombers. There are plenty of lists with more, but it isn't needed.

Nonethless, I recommend 3.

Ill be revaluating what I keep in my case after the rest of CC and Wave 5 are spoiled. No real reason for 4 HWKs.